Each spell costs (3) more to play except during its controller's turn.
|Have (2)||, gildan_bladeborn|
|Want (4)||Zelpoke , Jebanator , NiftyBiscuit , chem2112|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
|Urza's Legacy (ULG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Defense Grid occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Defense Grid Discussion
1 week ago
What if I persuade you in a different direction? Now that we have established there will be no blue tainting this honest list, are you regardless opposed to Dromoka being in the 99?
Marisi, Breaker of the Coil still has a similar ability (albeit slightly worse yes but with a nice trade-off: red).
Now, I know what you're thinking. "But ANemoAcids, how does red help in any way? Surely red is just as evil as blue?" Well, maybe, but it does have a unique set of cards that are about punishing instant speed play...
War's Toll, Price of Glory, Manabarbs. (Toll and barbs goes nicely with a card like Ghostly Prison might I add). Stranglehold and Blood Sun help keep a game honest but some people don't enjoy the extreme tax.
3 weeks ago
Also, I've noticed that the only instant you have is most likely going to be played on your own turn, so have you thought about something like Defense Grid to protect yourself against enemy instants?
1 month ago
RNR_Gaming I mean it’s not hard just to hold onto the cards in your hand and the can both be tutored out of the deck in Boros with Imperial Recruiter or some of white’s artifact tutors. Also neither ability needs haste to work so put cards like Grand Abolisher and Defense Grid into the deck to keep people from acting on your turn then you can just pull the infinite damage sources out when you need them and kill everyone on that turn.
1 month ago
@ LordTsukune: sorry that's not the case. In a normal(/casual) EDH group, I'd agree that almost every Narset, Enlightened Master-deck it feels like it's one of the strongest decks. But when you play this deck in a really competetive environment/meta, everybody knows how the deck works. Narset is only strong, if Narset is on the field. Im really sorry and I don't want to offend the author of this Narset deck, but in cEDH, you'll never ever win a game without Cavern of Souls.
Why?? Because they will ALWAYS counter your Narset, so you'll have a lot of trouble to win, because if Narset costs 10 mana, the game is already over for you. A really competetive Narset deck needs some protection like Silence, Defense Grid, Cavern of Souls and counterspells.
Here is a really competetive Narset-list:
1 month ago
Cards you really should consider:
- Fiery Confluence/Pyroclasm These cards are must haves to destroy all the mana dorks and rocks, to decimate the opposing ramp and the smaller annoying creatures. This reduces the card disadvantage of red and is helping to catch up. Give them a try. These cards have a similar function / serve the same purpose:
Stranglehold is pretty strong in the tutor-heavy cEDH-meta
2 months ago
You know I built this deck myself and had the exact same problem. The thing is with Korvold, you want to do two things. You want to sacrifice things so you can draw cards for advantage, and you want to, of course, win. The problem being the amount of pieces it takes to create tokens to sac is simply... Too much. By the time you have your draw engine in the deck you hardly have enough room for, yeknow, your win con that you need.
When the deck does go off, it gets to going pretty quick. The problem is, in that power level, by the time it does get to going off, or when it's getting close, all your opponents have already done went and finished the race. There's some weird aspect about Korvold that just makes him too slow. Believe you me, I had a hell of a time with this deck. Unless you go just straight combo win, it can be really difficult to get a deck build that's cohesive, just because, or at least I felt this way, it's hard to find good cards to create a sustainable amount of tokens for a sustainable amount of card draw quickly and easily.
So I think you have two options. Do what I failed to do and make this deck better, or consider some different avenues for Korvold. Jund Card Draw Advantage is... Well it's a thing that shouldn't exist. I mean it's JUND! Tokens toolbox win, right? Surely if someone tries hard enough they can make a viable deck. Maybe it's missing the Lurking Predators alongside your Aid from the Cowl. Perhaps some additional top deck cards would help. There are a few others that do this although none of them would probably fit the needs of this deck. Try some stax cards to slow the game down? Defense Grid is a bad example. If you can get to drawing enough cards, I'm sure you can get the value engine you need going. Necropotence could be good, help get that extra card draw in until your engine is up and running.
Other than that? Maybe consider a Landfall Deck. Korvold LOVES lands. Creating Jund Landfall could be an interesting spin, although it would play on a less loved playstyle in commander, big creature beatdown. Play lands, sac them, draw off of them, get two landfall triggers, create tokens, perhaps that you can sac on combat step if need be, sac some lands here and there with Korvold, create 5/3's off of Titania, Protector of Argoth and just go ham. Sorry, I know recommending an entirely different deck build is hardly a good recommendation but the trouble is...
The problem with Korvold is, he either wants to be a casual deck, and I mean SUPER casual, orrrrr infinite combo win turn 4, super competitive. He doesn't transition well in between those points in my experience, and it makes me very sad, as Jund Card Advantage just sounds like something that should be so good! But the package you have to include in the deck to take advantage of that card draw is just too large. I hope this helped :/ hopefully someone else will come along that has some ideas for this deck and can pull off the thing that I could not.
2 months ago
If you want to take this deck to the next level, you should consider the following cards:
- Sensei's Divining Top
- Deafening Silence/Eidolon of Rhetoric/Rule of Law and Defense Grid: to slow down storm- and spellslinger-decks, to deny cardadvantage/ramp and to protect yourself against control and combodecks
- Lapse of Certainty/Mana Tithe/Burnout nobody expects white counters
- Your deck is lacking carddraw! Wheel of Fortune, Painful Truths, Necropotence, Heartwarming Redemption, Phyrexian Arena, Night's Whisper, Azra Oddsmaker & Dark Confidant (/Sign in Blood/Dawn of Hope)
- Toxic Deluge/Fire Covenant/Darksteel Mutation/Vandalblast/Grasp of Fate/Fiery Confluence(/Austere Command/Crush Contraband/Forsake the Worldly) - these are really good removals
- All the Moxes like Mox Opal, Mox Diamond etc.
- Lotus Petal, Rite of Flame to play your commanders on Turn 2
- Play some of the good 2 mana rocks like Orzhov Signet or Talisman of Conviction
- Land Tax & Wayfarer's Bauble (if you run enough basic lands, like now)
- Smothering Tithe - THE white staple and especially good with Wheel effects
- Imperial Recruiter, Recruiter of the Guard, Gamble or Diabolic Intent
- Play Stax to keep your opponents in check! Rest in Peace, Aura of Silence, Trinisphere, Cursed Totem, Hushbringer/Torpor Orb & Stranglehold
2 months ago
Hi _Putrefax and thanks for your suggestions!
I see where you are going with your stax pieces, but it is not necessarily the direction that I want to take. Damping Sphere does not have that much of an impact in Commander, apart from hurting storm strategies. Thorn of Amethyst has a similar effect, but it hoses me even worse. I have very limited mana resources, and every single mana is extremely important for me. I like Defense Grid a little bit more because, as you said, it makes me much harder to interact with. However, I am not a huge fan of these symmetrical effects. I have many instants in this deck, and the grid neuters my ability to interact with my opponents.
I really like, however, Mana Web. It either slows my opponents' gameplans or limits their interaction. Most importantly, it's effect is asymmetrical. I don't get hurt by it, and I like it a lot. I will be considering the Web for sure.
I have never had a great experience with either Meekstone and Crawlspace. Every time I have played those cards, they have never had that much of an impact on the game in my favour. I have never thought about Ensnaring Bridge, but I guess it makes sense. I can control Lazav's power at will and I don't have too many cards in hand, so it's worth the try.
Null Rod is actually unplayable for us. With it on the board, if Lazav ever becomes an artifact creature (and he will, considering our wincon creatures are artifacts), we won't be able to activate his ability again as long as the Rod stays on the board.
Karn, the Great Creator's effect is, once again, asymmetrical and can be taken into consideration. I particularly like his -2 ability, which is probably our only way of getting back any of our win conditions if they ever get exiled. I don't have too many available slots, but I hope I can squeeze it in somewhere.
As for Mystic Sanctuary, I admit I had underestimated it. One of my friends actually won a few games thanks to it, although with a completely different deck (Yuriko, the Tiger's Shadow), where it makes even more sense. Still, I can't get around lands that have the chance to come into play tapped, and lands that must be considered more like a spell. To give you an example, I hate Bojuka Bog so much so that I don't play it in any of my decks. If I want graveyard hate stapled on a land I go for Scavenger Grounds, despite it being symmetrical. This is because Bojuka Bog, like Mystic Sanctuary, is more of a spell than a land. In the early game, I simply can't play them because it would be a waste. This means that, if in my first few turns of the game I have three lands in hand and one of them is a Bog or Sanctuary, then I have virtually just two lands. And if I am forced to play them immediately, it's a huge tempo loss since they come into play tapped. These kind of cards need to be drawn at the right time, otherwise they will be stuck in hand for an indefinite amount of time. Scavenger Grounds, on the contrary, can be played immediately with no downside and can be activated whenever we need. Of course I am not playing Scavenger Grounds in a Lazav deck, but this is just to explain you my line of thought. For these reasons, I would rather play Snapcaster Mage or Mission Briefing over Mystic Sanctuary.
I am really curious to see what Laboratory Maniac wincons you will be throwing in, because I kind of need an "I-Win-The-Game" emergency plan. Can you please link your build once it's ready?
Thanks again for your suggestions. Cheers!